Game device and game program that performs scroll and move processes

ABSTRACT

A video game program and a video game device are disclosed. If there is no move instruction from the player through a touch panel, the game image displayed on the display screen is scrolled if the position indicated by an input position from the touch panel is included within a first peripheral area along the periphery of the display screen. If there is a move instruction from the player through the touch panel, the game image displayed on the display screen is scrolled if the position indicated by the input position from the touch panel is included within a second peripheral area, larger than the first peripheral area, along the periphery of the display screen. Thus, in a video game device using a touch panel, an appropriate scroll process according to the status of the game is established, thereby improving the operability of the device.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a divisional of U.S. Ser. No. 11/336,875, filed Jan.23, 2006, which claims the benefit of Japanese Patent Application No.2005-140132, filed May 12, 2005, each of which is incorporated herein inits entirety.

BACKGROUND

1. Field of the Technology

The technology presented herein relates to a video game program and avideo game device and, more particularly, to a video game program and avideo game device using position inputting means such as a touch panelas an input device.

2. Description of the Background Art

There are conventional techniques that allow the user to scroll thescreen by using a pointing device such as a touch panel.

Japanese Laid-Open Patent Publication No. 6-230888 (paragraph [0025])discloses a technique for an information processing device having atouch panel and a display device, in which when a peripheral area of atouch panel is touched by a stylus pen, the display area of the displaydevice is moved to another display area in the direction correspondingto the touched peripheral area.

With this conventional technique, however, a sufficient operability maynot be realized under some circumstances because the peripheral areasare fixed.

For an input device of a video game, it is particularly desirable torealize an optimal operability according to the status of the game.

SUMMARY

Therefore, a primary feature of an example embodiment presented hereinis to provide a video game device using position inputting means, whichperforms an appropriate scroll process according to the status of thegame, thereby improving the operability.

The example embodiment has the following features to attain the above.Note that reference numerals are shown in parentheses below forassisting the reader in finding corresponding components in the figuresto facilitate the understanding of the present invention, but they arein no way intended to restrict the scope of the invention.

A first aspect of the example embodiment is directed to acomputer-readable storage medium storing a video game program forinstructing a computer (21), being connected to a display screen (12)for displaying a game image, to position inputting means (15) forspecifying a position on the display screen and to a memory (24) fortemporarily storing data, to function as display control means, storagemeans, movement control means and scroll control means. The displaycontrol means is means for producing a game image including an objectthat can be moved by a player and displaying the produced game image onthe display screen. The storage means is means for successively storing,in the memory, position data each corresponding to a position on thedisplay screen inputted through the position inputting means. Themovement control means is means for moving the object toward a positionindicated by the position data stored in the memory in response to amove instruction from the player. The scroll control means is means for,(a) while there is no move instruction from the player, scrolling thegame image being displayed by the display control means on the displayscreen on a condition that a position indicated by the position datastored in the memory is included within a first peripheral area along atleast a portion of a periphery of the display screen, and (b) whilethere is a move instruction from the player, scrolling the game imagebeing displayed by the display control means on the display screen on acondition that a position indicated by the position data stored in thememory is included within a second peripheral area, different from thefirst peripheral area, along at least a portion of a periphery of thedisplay screen.

According to a second aspect, the first peripheral area is smaller thanthe second peripheral area.

According to a third aspect, the scroll control means controls a scrollspeed at which to scroll the game image being displayed by the displaycontrol means on the display screen so that the scroll speed is variedbetween when there is no move instruction from the player and when thereis a move instruction from the player.

According to a fourth aspect, the scroll speed when there is a moveinstruction from the player is lower than that when there is no moveinstruction from the player.

According to a fifth aspect, the position inputting means is a touchpanel provided on the display screen, and the move instruction is givenby a slide operation on the touch panel starting from a position atwhich the object is displayed on the display screen.

A sixth aspect of the example embodiment is directed to acomputer-readable storage medium storing a video game program forinstructing a computer (21), being connected to a display screen (12)for displaying a game image, to position inputting means (15) forspecifying a position on the display screen and to a memory (24) fortemporarily storing data, to function as display control means, storagemeans, object processing means and scroll control means. The displaycontrol means is means for producing a game image including an objectand displaying the produced game image on the display screen. Thestorage means is means for successively storing, in the memory, positiondata each corresponding to a position on the display screen inputtedthrough the position inputting means. The object processing means ismeans for performing a predetermined process when the object is presentat a position indicated by the position data stored in the memory. Thescroll control means is means for scrolling the game image beingdisplayed by the display control means on the display screen only when aposition indicated by the position data stored in the memory is includedwithin a peripheral area along a periphery of the display screen and theobject is not present at the position indicated by the position data.

A seventh aspect of the present invention is directed to a video gamedevice, including a display screen (12) for displaying a game image,position inputting means (15) for specifying a position on the displayscreen, a memory (24) for temporarily storing data, display controlmeans (21, S28), storage means (21, S12), movement control means (21,S22) and scroll control means (21, S26). The display control means ismeans for producing a game image including an object that can be movedby a player and displaying the produced game image on the displayscreen. The storage means is means for successively storing, in thememory, position data each corresponding to a position on the displayscreen inputted through the position inputting means. The movementcontrol means is means for moving the object toward a position indicatedby the position data stored in the memory in response to a moveinstruction from the player. The scroll control means is means for, (a)while there is no move instruction from the player, scrolling the gameimage being displayed by the display control means on the display screenon a condition that a position indicated by the position data stored inthe memory is included within a first peripheral area along at least aportion of a periphery of the display screen, and (b) while there is amove instruction from the player, scrolling the game image beingdisplayed by the display control means on the display screen on acondition that a position indicated by the position data stored in thememory is included within a second peripheral area, different from thefirst peripheral area, along at least a portion of a periphery of thedisplay screen.

According to the first aspect, an area based on which a scroll processis performed is varied between when an object is being moved and whenthe object is not being moved, thereby performing an appropriate scrollprocess according to the current status, thus improving the operability.

According to the second aspect, while an object is being moved, the gameimage is scrolled even if the position on the display screen beingpointed at by the player is not close to the periphery of the displayscreen. Therefore, the player can easily move the object while checkingthe status of the area into which the object is being moved. While theobject is not being moved, the game image is not scrolled unless theplayer points at a position on the display screen that is close to theperiphery of the display screen. Therefore, it is possible to preventthe game image from being scrolled against the intention of the playerwhen the player is performing an input operation by using the positioninputting means.

According to the third aspect, the scroll speed is varied between whenan object is being moved and when the object is not being moved, therebyperforming an appropriate scroll process according to the currentstatus, thus improving the operability.

According to the fourth aspect, while an object is not being moved, thegame image is scrolled at a relatively high speed. Therefore, the playercan comfortably instruct to scroll the game image without feelingstressed. While the object is being moved, the game image is scrolled ata relatively low speed. Therefore, the object being moved by the playerwill not be scrolled out, and the player can move the object whilechecking both the status of the object and the status of the area intowhich the object is being moved, whereby the player can obtain adesirable operation feel.

According to the sixth aspect, the game image is scrolled only when theposition indicated by the position inputting means is included within aperipheral area along the periphery of the display screen and there isno object present at the position. Therefore, it is possible to preventthe game image from being scrolled against the intention of the playerwhen the player, using the position inputting means, points at or nearthe position of the object being in the peripheral area.

These and other features, aspects and advantages of the exampleembodiment presented herein will become more apparent from the followingdetailed description of the example embodiment when taken in conjunctionwith the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows an external view of a video game device according to anembodiment;

FIG. 2 shows an internal configuration of the video game device;

FIG. 3 shows an exemplary game screen;

FIG. 4 shows another exemplary game screen;

FIG. 5 shows yet another exemplary game screen;

FIG. 6 shows yet another exemplary game screen;

FIG. 7 shows yet another exemplary game screen;

FIG. 8 shows yet another exemplary game screen;

FIG. 9 shows yet another exemplary game screen;

FIG. 10 shows yet another exemplary game screen;

FIG. 11 shows yet another exemplary game screen;

FIG. 12 shows a memory map of a RAM;

FIG. 13 shows a specific example of character information;

FIG. 14 is a flow chart showing the general flow of a game process;

FIG. 15 is a flow chart showing the details of a scroll process; and

FIG. 16 shows yet another exemplary game screen.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

A configuration and an operation of a video game device according to anembodiment will now be described.

FIG. 1 shows an external view of a video game device 10 according to anexample embodiment. Referring to FIG. 1, the video game device 10includes a first LCD (Liquid Crystal Display) 11 and a second LCD 12. Ahousing 13 includes an upper housing 13 a accommodating the first LCD11, and a lower housing 13 b accommodating the second LCD 12. The firstLCD 11 and the second LCD 12 both have a resolution of 256×192 dots.While LCDs are used in the present embodiment, the display device may beof any other suitable type, e.g., an EL (Electro Luminescence) displaydevice. Moreover, the resolution of the first LCD 11 and the second LCD12 is not limited to the particular resolution used herein.

The upper housing 13 a includes sound slits 18 a and 18 b therein forallowing the sound from a pair of speakers (30 a and 30 b in FIG. 2) tobe described later to pass therethrough.

The lower housing 13 b includes a set of input devices, including across-shaped switch 14 a, a start switch 14 b, a select switch 14 c, anA button 14 d, a B button 14 e, an X button 14 f, a Y button 14 g, an Lbutton 14L and an R button 14R. Another input device is a touch panel 15attached on the screen of the second LCD 12. The lower housing 13 bincludes a power switch 19 and slots for accommodating a memory card 17and a stylus 16.

The touch panel 15 may be any of various types of touch-sensitivepanels, including a resistive film touch panel, an optical (infrared)touch panel and a capacitance-coupling touch panel. The touch panel 15is capable of outputting position data corresponding to the contactpoint on the surface thereof, at which it is being touched with thestylus 16. While it is assumed herein that the player uses the stylus 16to operate the touch panel 15, it is understood that the touch panel 15may be operated with a pen (stylus pen) or a fingertip instead of thestylus 16. In the present embodiment, the touch panel 15 has aresolution (detection precision) of 256×192 dots, which is equal to theresolution of the second LCD 12. Note however that it is not necessarythat the resolution of the touch panel 15 is equal to that of the secondLCD 12.

The memory card 17 is a storage medium storing a video game program, andis received by the slot in the lower housing 13 b.

Referring now to FIG. 2, an internal configuration of the video gamedevice 10 will be described.

Referring to FIG. 2, a CPU core 21 is mounted on an electronic circuitboard 20 accommodated in the housing 13. The CPU core 21 is connected toa connector 23, an input/output interface circuit (referred to simply asan “I/F circuit”) 25, a first GPU (Graphics Processing Unit) 26, asecond GPU 27, a RAM 24 and an LCD controller 31, via a bus 22. Theconnector 23 can receive the memory card 17. The memory card 17 includestherein a ROM 17 a storing a video game program, and a RAM 17 brewritably storing backup data. The video game program stored in the ROM17 a of the memory card 17 is loaded to the RAM 24, and the loaded videogame program is executed by the CPU core 21. In addition to the videogame program, the RAM 24 also stores temporary data produced while theCPU core 21 is running the video game program, and other data forproducing game images. The I/F circuit 25 is connected to the touchpanel 15, a right speaker 30 a, a left speaker 30 b, and a controlswitch section 14 of FIG. 1 including the cross-shaped switch 14 a, theA button 14 d, etc. The right speaker 30 a and the left speaker 30 b areplaced behind the sound slits 18 b and 18 a, respectively.

A first VRAM (Video RAM) 28 is connected to the first GPU 26, and asecond VRAM 29 is connected to the second GPU 27. In response to aninstruction from the CPU core 21, the first GPU 26 produces a first gameimage and renders it on the first VRAM 28, based on data stored in theRAM 24 for producing game images. Similarly, the second GPU 27 producesa second game image and renders it on the second VRAM 29 in response toan instruction from the CPU core 21. The first VRAM 28 and the secondVRAM 29 are connected to the LCD controller 31.

The LCD controller 31 includes a register 32. The register 32 stores avalue of 0 or 1 in response to an instruction from the CPU core 21. Whenthe value stored in the register 32 is 0, the LCD controller 31 outputsthe first game image rendered on the first VRAM 28 to the first LCD 11and outputs the second game image rendered on the second VRAM 29 to thesecond LCD 12. When the value stored in the register 32 is 1, the LCDcontroller 31 outputs the first game image rendered on the first VRAM 28to the second LCD 12 and outputs the second game image rendered on thesecond VRAM 29 to the first LCD 11.

The configuration of the video game device 10 described above is merelyan example, and the example embodiment presented herein is applicable toany computer system having a pointing device such as a touch panel, amouse or a touch pad, and at least one display device. The video gameprogram of the example embodiment may be supplied to the computer systemvia a wired or wireless communications line, instead of via an externalstorage medium such as the memory card 17. Alternatively, the video gameprogram may be pre-stored in a non-volatile storage device inside thecomputer system.

Referring now to FIGS. 3 to 10, an outline of the video game program tobe executed by the video game device 10 will be described.

When the video game is started, a portion of the game world is displayedon the second LCD 12 as shown in FIG. 3. There are a plurality of playercharacters and a plurality of enemy characters in the game world. Whileonly three player characters PC1 to PC3 and one enemy character EC areshown in the screen in the example of FIG. 3, there are other playercharacters and other enemy characters in other portions of the gameworld. A player character is a character that can be operated by theplayer, and an enemy character is a character that is automaticallycontrolled by the computer. While there is no input operation from theplayer, the player character may either stand still or may be controlledby the computer to move around as if the player character has its ownwill.

The player can scroll the game image in an intended direction bytouching a first peripheral area along the periphery of the displayscreen of the second LCD 12 with the stylus 16 as shown in FIG. 4.Through this scroll operation, the player can see other portions of thegame world that are not displayed in the display screen.

The scroll direction in which the game image is scrolled is determinedbased on a contact position TP of the stylus 16 on the touch panel 15.For example, if the stylus 16 is contacted at the right edge of thedisplay screen as shown in FIG. 4, the game image (game world) isscrolled in the leftward direction of the screen as shown in FIG. 5.Thus, the player can see the adjacent portion of the game world in theright direction to the portion being currently displayed in the displayscreen. For example, if the stylus 16 is contacted at the lower rightcorner of the display screen as shown in FIG. 6, the game image isscrolled in the upper left direction of the screen as shown in FIG. 7.Thus, the player can see the adjacent portion of the game world in thelower right direction to the portion being currently displayed in thedisplay screen.

Any of a number of methods can be used for determining the scrolldirection in which the game screen is scrolled. In one method, thescroll direction may be determined as being the direction from thecontact position TP of the stylus 16 on the touch panel 15 to the centerof the display screen.

Referring to FIG. 8, the player can give a move instruction to a playercharacter by sliding the stylus 16 on the touch panel 15 starting fromthe position at which the player character is displayed. FIG. 8 shows anexample of an input operation for moving the player character PC2 in theright direction of the screen.

The move instruction continues to be given to the player character untilthe player lifts the stylus 16 off the touch panel 15. The playercharacter receiving the move instruction moves at a predetermined speedtoward the contact position TP of the stylus 16 (more accurately, towardthe point in the game world corresponding to the contact position TP) asshown in FIG. 9. Through this input operation (hereinafter referred toas a “move operation”), the player can guide an intended playercharacter in an intended direction.

Through the move operation as described above, the player can guide theplayer character to a portion of the game world that is not currentlybeing displayed in the display screen. Specifically, referring to FIG.10, the player can scroll the game image in an intended direction whilecontinuing the move operation by sliding the stylus 16 to a secondperipheral area along the periphery of the display screen of the secondLCD 12 during the move operation. As can be seen from a comparisonbetween FIG. 4 and FIG. 10, the second peripheral area is different fromthe first peripheral area and is larger than the first peripheral area.

Also in the scroll process during a move operation, the scroll directionof the game image is determined based on the contact position TP of thestylus 16 on the touch panel 15. For example, if the stylus 16 iscontacted at the right edge of the display screen as shown in FIG. 10,the game image (game world) is scrolled in the leftward direction of thescreen as shown in FIG. 11. Thus, the player can guide the playercharacter PC2 in the right direction of the screen while checking anadjacent portion of the game world in the right direction of the screento the portion being currently displayed in the display screen.

Any of a number of methods can be used for determining the scrolldirection in which the game screen is scrolled during a move operation.For example, the scroll direction may be determined as being thedirection from the contact position TP of the stylus 16 on the touchpanel 15 to the center of the display screen, or the scroll directionmay be determined as being the direction from the contact position TP ofthe stylus 16 on the touch panel 15 to the position at which the playercharacter being moved is displayed.

In the present embodiment, the second peripheral area is larger than thefirst peripheral area. Therefore, during the move operation, it ispossible to easily check the area into which the player character ismoving, whereby it is possible to avoid a situation where an enemycharacter suddenly emerges in the display screen during the moveoperation at a point-blank distance from the player character. Notehowever that the second peripheral area does not have to be larger thanthe first peripheral area in the present invention. The secondperipheral area may be smaller than the first peripheral area dependingon the nature of the video game.

The scroll operation and the move operation as described above can berealized also when using position inputting means other than a touchpanel. For example, where a mouse is used as the position inputtingmeans, the scroll operation can be initiated when the player presses abutton on the mouse after moving the pointer displayed on the screenonto the first peripheral area. In such a case, the scroll instructionis continued until the player releases the button on the mouse. Theplayer can perform the move operation by moving the pointer displayed onthe screen onto an intended player character and then moving the mousewhile holding down a button on the mouse. In such a case, the moveinstruction continues to be inputted until the player releases thebutton on the mouse.

The operation of the video game device 10 will now be described ingreater detail.

FIG. 12 shows a memory map of the RAM 24. The RAM 24 stores a video gameprogram 40, character information 42, background information 44, firstperipheral area information 46, second peripheral area information 48, acurrent input position 50, a previous input position 52 and anin-operation flag 54.

The video game program 40 is a program for instructing the CPU core 21to perform the game process, and is loaded from the ROM 17 a to the RAM24 before the game process is performed.

The character information 42 is information regarding the playercharacters and the enemy characters in the game world. Referring to FIG.13, the character information 42 includes image data and status data ofthe player characters and the enemy characters. The status data includesthe current position and the operated object flag for each character.The operated object flag is a flag indicating whether or not thecharacter is being the object of the move operation performed by theplayer. The image data is loaded from the ROM 17 a to the RAM 24, andused for producing game images. The status data is updated as necessaryas the game proceeds.

The background information 44 is information regarding elements, such asthe ground and trees, forming the background of the game world. Thebackground information also includes position information and imagedata.

The first peripheral area information 46 and the second peripheral areainformation 48 are information representing the range of the firstperipheral area and that of the second peripheral area, respectively.

The current input position 50 is position data (a set of coordinates)representing the contact position TP of the stylus 16 on the touch panel15, and updated at regular intervals based on the output signal from thetouch panel 15.

The previous input position 52 represents the previous contact positionTP detected immediately before the current input position 50.

The in-operation flag 54 is a flag indicating whether or not a moveoperation by the player as shown in FIG. 9 is currently being performed.

Referring now to the flow chart of FIG. 14, the process flow of the CPUcore 21 based on the video game program 40 will be described.

When the video game program 40 is executed, the CPU core 21 firstperforms an initialization process in step S10. The initializationprocess includes the process of placing player characters and enemycharacters across the game world.

Then, step S12 to step S30 are repeated with a regular period insynchronism with the screen refresh period of the second LCD 12(normally 1/60 second).

In step S12, the CPU core 21 detects the current input position based onthe output signal from the touch panel 15, and stores the detectedposition in the RAM 24 as the current input position 50. The value ofthe current input position 50 before it is updated is stored in the RAM24 as the previous input position 52.

In step S14, the CPU core 21 determines whether or not the player istouching any of the player characters with the stylus 16, based on thecurrent input position 50 and the current position of each playercharacter. More specifically, the CPU core 21 determines whether or notthe previous input position 52 is “no input” and the current inputposition 50 corresponds to the display position of any of the playercharacters. If it is determined that the player is touching one of theplayer characters with the stylus 16, the in-operation flag 54 is turnedON in step S16, and the operated object flag of the player characterbeing touched is turned ON.

In step S18, the CPU core 21 determines whether or not the stylus 16 hasbeen lifted off the touch panel 15. If it is determined that the stylus16 has been lifted off the touch panel 15, the in-operation flag 54 isturned OFF in step S20, and the operated object flags for all the playercharacters are turned OFF.

In step S22, the CPU core 21 performs the character move process.Specifically, the current position of the player character being moved(i.e., the player character whose operated object flag is ON) is updatedso that the player character will be moving toward the position in thegame world corresponding to the current input position 50 at apredetermined speed. If there is no player character whose operatedobject flag is ON, step S22 is skipped.

In step S24, the CPU core 21 performs various processes required for thegame to proceed, e.g., the enemy character move process, the characteranimation process, and the game sound generation process.

In step S26, the scroll process is performed. The details of the scrollprocess will be described later.

In step S28, the CPU core 21 produces a game image reflecting the scrollprocess in step S26, and displays the produced game image on the secondLCD 12.

In step S30, the CPU core 21 determines whether or not the game is over.If the game is over, the CPU core 21 terminates the video game program40 and, if the game is not over, returns to step S12 to perform theprocess for the next frame.

Referring now to the flow chart of FIG. 15, the details of the scrollprocess will be described.

In step S40, the CPU core 21 determines whether or not the in-operationflag 54 is ON. If the flag is ON, the process proceeds to step S48 and,if the flag is OFF, proceeds to step S42.

In step S42, the CPU core 21 refers to the first peripheral areainformation 46 and the current input position 50, and determines whetheror not the current input position 50 is within the first peripheralarea. If the current input position 50 is within the first peripheralarea, the process proceeds to step S44 and, if not, proceeds to step S28of FIG. 14.

In step S44, the CPU core 21 refers to the current position of eachplayer character and the current input position 50 to determine whetheror not the current input position 50 corresponds to the position of anyof the player characters. If the current input position 50 correspondsto the position of any of the player characters, the process proceeds tostep S28 of FIG. 14 and, if not, proceeds to step S46.

In step S46, the CPU core 21 determines the scroll direction based onthe current input position 50, and scrolls the game image in the scrolldirection by a predetermined distance D1. Thus, the game image isscrolled by the distance D1 for each frame. Therefore, D1 is a valuethat defines the scroll speed.

If it is determined in step S44 that the current input position 50corresponds to the position of any of the player characters, the scrollprocess of step S46 is skipped for the following reason. For example,when the player touches the player character PC3 with the stylus 16 inorder to move the player character PC3 in first peripheral area as shownin FIG. 16, the scroll process (which may result in an erroneousoperation) should not be performed against the intention of the player.Where the player is allowed to give any instruction by touching an enemycharacter or a tree with the stylus 16, the process can proceed fromstep S44 to step S28 of FIG. 14 not only when it is determined in stepS44 that the current input position 50 corresponds to the position ofthe player character but also when it is determined in step S44 that thecurrent input position 50 corresponds to the position of an enemycharacter or a tree. Thus, it is possible to prevent a scroll operationand another input operation from interfering with each other andresulting in an erroneous operation. For video games where such anerroneous operation is not particularly a problem, step S44 may beomitted.

In step S48, the CPU core 21 refers to the second peripheral areainformation 48 and the current input position 50, and determines whetheror not the current input position 50 is within the second peripheralarea. If the current input position 50 is within the second peripheralarea, the process proceeds to step S50 and, if not, proceeds to step S28of FIG. 14.

In step S50, the CPU core 21 determines the scroll direction based onthe current input position 50, and scrolls the game image in the scrolldirection by a predetermined distance D2. Thus, the game image isscrolled by the distance D2 for each frame. Therefore, D2 is a valuethat defines the scroll speed.

In the present embodiment, D2 is set to be smaller than D1. Thus, in ascroll operation, there is provided an improved response to a scrollinstruction from the player and, in a move operation, the image isscrolled at an optimal speed according to the moving speed of the playercharacter, whereby it is possible to prevent the player character frommoving outside the display screen during the move operation.

While the peripheral areas are defined to extend entirely along theperiphery of the display screen in the present embodiment, the presentinvention is not limited thereto. For example, for video games where thescreen is scrolled only in the left-right direction, the peripheral areamay be provided only along the left edge and the right edge of thedisplay screen. Similarly, for video games where the screen is scrolledonly in the up-down direction, the peripheral area may be provided onlyalong the upper edge and the lower edge of the display screen.

While the scroll amount per frame is set to be D1 or D2 in the presentembodiment, the example embodiment presented herein is not limitedthereto. For example, the scroll amount may be varied depending on thedistance from the center of the display screen (or the player characterbeing moved) to the current input position 50. Typically, the scrollamount per frame may be larger as the distance from the center of thedisplay screen to the current input position 50 is larger.

While the example embodiment has been described in detail, the foregoingdescription is in all aspects illustrative and not restrictive. It isunderstood that numerous other modifications and variations can bedevised without departing from the scope of the example embodiment.

1. A non-transitory computer-readable storage medium storing a videogame program for instructing a computer, being connected to a positioninputting element for specifying a position on a display screen thatdisplays a game image partially showing a game world and to a storageelement, to perform: display control for producing a game imageincluding an object and displaying the produced game image on thedisplay screen; coordinate detection for sequentially detectingcoordinate values indicating the position on the display screen, whichis inputted via the position inputting element, based on an outputsignal from the position inputting element; presence determination fordetermining whether or not the object is present at a position on thedisplay screen, which is indicated by the detected coordinate values,based on the detected coordinate values; scroll control for, when aresult of the presence determination is negative, scrolling the gameimage being displayed on the display screen, in a directioncorresponding to the position on the display screen, which is indicatedby the detected coordinate values; and control information storingcontrol for, when the result of the presence determination is positive,storing control information that indicates that movement of the objectis controlled by a player, in the storage element.
 2. The non-transitorycomputer-readable storage medium according to claim 1, wherein the videogame program further instructs the computer to perform movement controlfor causing the object to move based on the detected coordinate valuesafter the control information is stored in the storage element.
 3. Thenon-transitory computer-readable storage medium according to claim 1,wherein the video game program further instructs the computer to performarea determination for determining whether or not the position on thedisplay screen, which is indicated by the detected coordinate values, ispresent within a peripheral area included in a display area on thedisplay screen that displays the game image, based on the detectedcoordinate values, and when the result of the presence determination isnegative and a result of the area determination is positive, the scrollcontrol scrolls the game image being displayed on the display screen, inthe direction corresponding to the position on the display screen, whichis indicated by the detected coordinate values.
 4. A video game device,comprising: a position inputting element for specifying a position on adisplay screen that displays a game image partially showing a gameworld; a storage element; display control programmed logic circuitry forproducing a game image including an object and displaying the producedgame image on the display screen; coordinate detection programmed logiccircuitry for sequentially detecting coordinate values indicating theposition on the display screen, which is inputted via the positioninputting element, based on an output signal from the position inputtingelement; presence determination programmed logic circuitry fordetermining whether or not the object is present at a position on thedisplay screen, which is indicated by the detected coordinate values,based on the coordinate values detected by the coordinate detectionprogrammed logic circuitry; scroll control programmed logic circuitryfor, when a result of the determination of the presence determinationprogrammed logic circuitry is negative, scrolling the game image beingdisplayed on the display screen, in a direction corresponding to theposition on the display screen, which is indicated by the coordinatevalues detected by the coordinate detection programmed logic circuitry;and control information storing control programmed logic circuitry for,when the result of the determination of the presence determinationprogrammed logic circuitry is positive, storing control information thatindicates that movement of the object is controlled by a player, in thestorage element.
 5. A game processing method executed by a computerconnected to a position inputting element for specifying a position on adisplay screen that displays a game image partially showing a game worldand to a storage element, the game processing method comprising thesteps of: producing a game image including an object and displaying theproduced game image on the display screen; sequentially detectingcoordinate values indicating the position on the display screen, whichis inputted via the position inputting element, based on an outputsignal from the position inputting element; determining whether or notthe object is present at a position on the display screen, which isindicated by the detected coordinate values, based on the detectedcoordinate values; when a result of the determining step is negative,scrolling the game image being displayed on the display screen, in adirection corresponding to the position on the display screen, which isindicated by the detected coordinate values; and when the result of thedetermining step is positive, storing control information that indicatesthat movement of the object is controlled by a player, in the storageelement.
 6. A video game system, comprising: a position inputtingelement for specifying a position on a display screen that displays agame image partially showing a game world; a storage element; displaycontrol programmed logic circuitry for producing a game image includingan object and displaying the produced game image on the display screen;coordinate detection programmed logic circuitry for sequentiallydetecting coordinate values indicating the position on the displayscreen, which is inputted via the position inputting element, based onan output signal from the position inputting element; presencedetermination programmed logic circuitry for determining whether or notthe object is present at a position on the display screen, which isindicated by the detected coordinate values, based on the coordinatevalues detected by the coordinate detection programmed logic circuitry;scroll control programmed logic circuitry for, when a result of thedetermination of the presence determination programmed logic circuitryis negative, scrolling the game image being displayed on the displayscreen, in a direction corresponding to the position on the displayscreen, which is indicated by the coordinate values detected by thecoordinate detection programmed logic circuitry; and control informationstoring control programmed logic circuitry for, when the result of thedetermination of the presence determination programmed logic circuitryis positive, storing control information that indicates that movement ofthe object is controlled by a player, in the storage element.